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Quadrat

OpenGL A really great deal

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I have a really hard problem for all the math/OpenGL passionates. Let's suppose I have an OpenGL scene with several objects. How can I calculate the position/target/frustum/scale/... of my camera in the aim to see all the scene ? Hard ! (Maybe, we can not avoid dichotomy algorithms like : IF the box coating the scene is in the frustum I stop ELSE I back off my camera) Thanks,

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